
The assets used for this course can be found in the downloadable materials in this lecture. Good luck and have fun!
Master the Unity UI overview: set up a new 2D project, manage scenes, hierarchy, and assets, spawn objects, use the inspector, and switch between orthographic and perspective views.
Import and prepare assets in Unity 2D, organize textures and sprites, create sprite sheets for animation, set point filtering, and build prefabs for the slot machine project.
Create a serializable data model in Unity with a face type enum and drop down names, and implement a singleton machine to manage face slots and spinning.
Explore destroying a singleton's game object to remove its instance from the scene, then initialize a slot system that spawns faces based on the machine's face count.
Learn to spawn slot machine faces in Unity by instantiating prefabs, returning face configurations by index, and coordinating a machine and game manager singleton to initialize and spawn slots.
Create a slot face prefab in Unity by building a quad mesh, applying an unlit transparent material, and assigning the Mario texture for spawning in the slot visuals.
Instantiate face prefabs and display them by initializing slot components via GetComponent, ensuring each slot calls its public initializer. Build a six-row slot machine by spawning and arranging faces.
Discover how to broadcast messages from the machine to all slots and their children in Unity, using a face controller on each face and debug logs.
Move slot images in Unity by translating downward each frame with delta time and a spin speed. Start spinning via broadcast, set isSpinning, and randomize speed between min and max.
Master slot face positioning in Unity by animating slots at random speeds, resetting faces to the top, and using machine.getNumberOfFaces to center six-face slots.
Implement slot alignment by tracking is stopping and a y-axis stop point, using floor to place images at the next slot as they spin. Fix wraparound and stop in place.
Master how to slow slots gradually using an interval timer and delta, with a minimum slow speed, to stop smoothly at landing points.
This Unity slot machine lecture shows assigning face types via a public variable, using a center point constant, and implementing get face type to identify the center face.
We create a find matches method that collects center-line faces into an integer array by casting face types to integers, then fills a face count array for matching and debugging.
Rewrite the find matches logic to count center-face types with an array, tallying matches across slots and laying groundwork for a reward data model and system.
Define a reward model and types for winning or losing coins with star multipliers tied to face matches, then implement a rewards calculator and rewards array in the game manager.
Implement a reward system in Unity by rounding positions, tracking coins, and applying star multipliers to scores, with practical code logic and debugging tips.
Learn to implement star-based multipliers in a Unity game by tracking star counts, computing a final multiplier after rewards, and updating coin totals with safeguards against in-loop calculations.
Track and process player rewards in Unity using a game manager, tracking coins, starting coins, costs per spin, and a switch-case driven reward system with multipliers.
Learn to drive Unity UI by wiring a text box to the game manager, updating the text component, and using a timer to show a cheer box with coins.
Import brick textures, set point filtering, and create a material for a quad to decorate a slot machine in Unity. Adjust tiling and scale for proper brick display.
Create a centered spin button and a cost per spin label, update the label from the game manager at start, and bind the button to a spin button pressed method.
This course shows how to implement a game over state in Unity by creating a game over scene, tracking coins, and loading the scene with a fading fader transition.
Create a game over screen in Unity with a UI canvas and per-letter animated 'game over' text, using do tween for scale and rotation in looping motion, plus Bowzer animation.
Animate Bowzer on the game over screen, slice sprites with a bottom pivot, adjust the camera, and implement a fade transition with a game over manager to restart the scene.
Create a start screen in Unity with a title and play button, using a fade transition and a title manager to load the game via scene management.
Create cheer particles in Unity by building multiple particle systems with custom materials, rendering in camera space, and tuning emission, speed, size, rotation, and lifetime for confetti and coins.
Fix rendering layers by adjusting the camera render order, repositioning bricks and UI behind confetti, and spawning a confetti prefab attached to the main camera with a destroy-after-seconds script.
Fixes bugs in the slot machine by gating spins with a can spin flag, updates the coin display, and delays spending until rewards finish.
Set up Unity audio: organize assets, attach audio sources to the camera, enable start music, and trigger start sounds via a button press in the title manager.
Set up and manage game audio in Unity by creating an audio manager singleton, wiring game music, star music, win/lose sounds, implementing fireworks, and triggering sounds via events and colliders.
Export your Unity game to an executable, adjust build settings and player options, and ensure scene indexes start with scene 0 and code references match.
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Have you ever wanted to make your own game?
This course is for you. Unity has become one of the top platforms for game development, especially for newcomers to the industry. It is simple and powerful at the same time and very successful high-profile games have been created with it! Ever hear of Hearthstone? ;)
This course will begin with an introduction into the Unity UI. In order to keep the course exciting, there is no "C# Primer" for new programmers. Instead, Nathan will teach you about basic programming concepts along the way as he uses them to create the game code!
Nathan will take extra care in explaining different programming concepts in different ways in order to get those concepts to 'stick'. Being one of the top instructors on Udemy, he understands that students need to see a problem being solved in a number of ways, as not everyone learns the same way.
You will learn things like creating game objects, configuring prefabs, coroutines, timers, animation, UI, sounds and so much more. Nathan responds to questions very quickly, so if you have any trouble along the way, please send him a message!
Student Appreciation!
As a student, you will receive special discounts unavailable elsewhere for Nathan's other courses that are available now or are currently in the works!
And as always, 30-day refunds are 100% guaranteed if your satisfaction is not met!
Thank you! Thank you for taking a look at this course on Udemy!